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AboveTheChemist

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Posts posted by AboveTheChemist

  1. 35 minutes ago, Archiviste said:

    *sighs*

    In that case, go to the top post of this thread at this link. Please read and follow the instructions for Removing/Deleting Old Installations because that is the only explanation at this point that makes sense. I had assumed that you had only installed via the pigg/mod installer but perhaps you installed a favorites-enabled version at some point in the recent past.

     

    EDIT: I also checked the MD5 hashes of my local version of the pigg (which I know is the latest version) and a version I downloaded from the City Modder site, and they match.

     

  2. 17 hours ago, lemming said:

    Do you have an old version in data->texts->English->menus?

     

    Normally my money would be on this but I see the Labyrinth of Fog listed on the menu and that would only have been in a pigged version of the mod, not in an old .mnu file in the data folder.

     

    EDIT: I hadn't considered a favorites-enabled version being installed. That could have resulted in an old .mnu file in the data folder.

     

    18 hours ago, Archiviste said:

    Is that normal?

     

    Given the above, and as lemming alluded to, I would try restarting your client in case you installed while it was still running. Otherwise, try re-installing the mod. The new badges are all in there.

  3. On 8/4/2025 at 5:11 AM, twozerofoxtrot said:

    I can't find how to clear it

     

    I had a chance to download the mod from the City Modder site and took a peek inside the pigg. These are the files within the mod, and they should be found the locations specified:

     

    <CoH Root Folder>\data\sound\Ogg\music\Rave_AE_loop.ogg
    <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\ExtendedRave_loop.ogg
    <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave1_loop.ogg
    <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave2_loop.ogg
    <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave3_loop.ogg
    <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave4_loop.ogg
    <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave5_loop.ogg
    <CoH Root Folder>\data\sound\Ogg\Music_Source\Rave\NewRave6_loop.ogg

     

    Removing/deleting those should get things back to normal.

  4. 3 hours ago, twozerofoxtrot said:

    I can't find how to clear it

     

    It is probably installed in your data directory. I don't have access to the game directory structure at the moment but I would guess it is somewhere in:

     

    <CoH Root Folder>\data\sound\

     

    and potentially in:

     

    <CoH Root Folder>\data\sound\Ogg\

     

    According the to HC wiki music page, the files are likely named:

     

    PocketD_NewRave<number>_loop.ogg

     

    where <number> is a single digit. If you see any files matching that description in your data folder you can try moving or deleting them and then restart the client to see if the music reverts to the stock music.

    • Thanks 1
  5. I did some digging in the leaked game data and found three models for Fusionette that have some costume data. You might be able to translate these into a costume file but I am not sure. I can't currently upload the file, so I'll paste in the content in the spoiler box below.

     

    Spoiler

    NPC "Model_Fusionette"
    {
        DisplayName "Fusionette"
        Class "Fusionette"
        Level 1
        Rank 1
        XP 35
        
        Costume
        {
            EntTypeFile FEM
            CostumeFilePrefix fem
            Scale -4.122
            BoneScale 0.1714
            ShoulderScale 0.239
            ChestScale -0.356
            WaistScale 0.06
            HipScale 0.08571
            HeadScales  0.7124,  0.7619,  1
            BrowScales  0.1174,  1,  -0.4738
            CheekScales  -1,  -1,  -1
            ChinScales  0.3524,  0.1238,  -0.1905
            CraniumScales  0.6541,  0.7128,  0.5334
            JawScales  -1,  -1,  1
            NoseScales  -0.4152,  -0.5181,  -0.861
            SkinColor  255,  195,  155
            CostumePart Pants
            {
                Geometry shorts
                Texture1 !SF_HIPS_skin_tights
                Texture2 !SF_HIPS_Holes
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Chest
            {
                Geometry Tight
                Texture1 !SF_CHEST_skin_tights
                Texture2 !SF_CHEST_Top_6
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Head
            {
                Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
                Texture1 !v_sf_face_skin_head_12
                Texture2 !V_Face_Small_Mask_1
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Gloves
            {
                Geometry Wristband
                Texture1 !SF_GLOVE_skin_wristband_01a
                Texture2 !GLOVE_skin_wristband_01B
                Color1  76,  197,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Boots
            {
                Geometry Smooth
                Texture1 !BOOT_banded_01
                Texture2 !BOOT_Fade_Line
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Belt
            {
                Geometry Vee
                Texture1 !BELT_test_01a
                Texture2 !BELT_test_01B
                Color1  255,  255,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Hair
            {
                Geometry Pigtail
                Texture1 !HAIR_Long_01a
                Texture2 !HAIR_Long_01B
                Color1  76,  197,  255
                Color2  255,  255,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Face
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart EyeDetail
            {
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart ChestDetail
            {
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Shoulders
            {
                Geometry Collar_Spike
                Texture1 !SPADR_Collar_Spiked_01a
                Texture2 !SPADR_Collar_Spiked_01B
                Color1  0,  0,  255
                Color2  227,  227,  227
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Back
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart WepR
            {
                Fx None
                Geometry None
                Texture1 None
                Texture2 None
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Neck
            {
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart UarmR
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Collar
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Broach
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Cape
            {
                Fx None
                Geometry None
                Texture1 None
                Texture2 None
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Aura
            {
                Fx None
                Geometry None
                Texture1 None
                Texture2 None
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Skirt
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Top
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Sleeves
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Cranium
            {
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Jaw
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
        }
    }


    NPC "Model_Fusionette_Formal_01"
    {
        DisplayName "Fusionette Formal"
        Class "Fusionette_Formal"
        Level 1
        Rank 1
        XP 35

        Costume
        {
            EntTypeFile FEM
            CostumeFilePrefix fem
            HeadScales  0,  0,  0
            BrowScales  0,  0,  0
            CheekScales  0,  0,  0
            ChinScales  0,  0,  0
            CraniumScales  0,  0,  0
            JawScales  0,  0,  0
            NoseScales  0,  0,  0
            SkinColor  255,  195,  155
            CostumePart Pants
            {
                Geometry Tight
                Texture1 !SF_HIPS_skin_tights
                Texture2 !v_sf_hips_fishnets_02
                Color1  0,  0,  0
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Chest
            {
                Geometry Tight
                Texture1 !SF_CHEST_skin_tights
                Texture2 !SF_CHEST_Top_2
                Color1  0,  0,  0
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Head
            {
                Fx none
                Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
                Texture1 !v_sf_face_skin_head_12
                Texture2 !V_Face_Small_Mask_1
                Color1  0,  0,  0
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Gloves
            {
                Geometry Wristband
                Texture1 !SF_GLOVE_skin_wristband_01a
                Texture2 !GLOVE_skin_wristband_01B
                Color1  76,  197,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Boots
            {
                Geometry Hi_Heels
                Texture1 !SF_BOOT_skin_hi_heel_01a
                Texture2 !v_sf_boots_fishnets_01
                Color1  0,  0,  0
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Belt
            {
                Fx none
                Geometry fem_BELT.geo/GEO_BELT_Vee
                Texture1 !BELT_test_01a
                Texture2 !BELT_test_01B
                Color1  76,  197,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Hair
            {
                Fx none
                Geometry fem_HAIR.geo/GEO_HAIR_Pigtail_02
                Texture1 !HAIR_Long_01a
                Texture2 !HAIR_Long_01B
                Color1  76,  197,  255
                Color2  255,  255,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Face
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart EyeDetail
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart ChestDetail
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Shoulders
            {
                Fx none
                Geometry fem_SPADR.geo/GEO_SPADR_Collar_Spike
                Texture1 !SPADR_Collar_Spiked_01a
                Texture2 !SPADR_Collar_Spiked_01B
                Color1  76,  255,  253
                Color2  0,  0,  0
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Back
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart WepR
            {
                Fx None
                Geometry None
                Texture1 None
                Texture2 None
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Neck
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart UarmR
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Collar
            {
                Fx none
                Geometry Full
                Texture1 !Collar_Cape_Top_01
                Texture2 none
                Color1  0,  0,  0
                Color2  0,  0,  0
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Broach
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Cape
            {
                Fx capes/CapeLongFem.fx
                Geometry none
                Texture1 Cape_01
                Texture2 none
                Color1  0,  0,  0
                Color2  0,  0,  0
                Color3  0,  0,  0
                Color4  0,  0,  0
            }
            CostumePart Aura
            {
                Fx Auras/Female/StarburstGlow/StarGlowFists.fx
                Geometry none
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Skirt
            {
                Geometry Miniskirt_02
                Texture1 !Skirt_Plain
                Texture2 !Skirt_Plain_02b
                Color1  0,  0,  0
                Color2  0,  0,  0
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Top
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Sleeves
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Cranium
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Jaw
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
        }
    }

    NPC "Model_Fusionette_Vanguard_01"
    {
        DisplayName "Fusionette Vanguard"
        Class "Fusionette_Vanguard"
        Level 1
        Rank 1
        XP 35

            Costume
        {
            EntTypeFile FEM
            CostumeFilePrefix fem
            HeadScales  0,  0,  0
            BrowScales  0,  0,  0
            CheekScales  0,  0,  0
            ChinScales  0,  0,  0
            CraniumScales  0,  0,  0
            JawScales  0,  0,  0
            NoseScales  0,  0,  0
            SkinColor  255,  195,  155
            CostumePart Pants
            {
                Fx none
                Geometry fem_PANTS.geo/GEO_HIPS_shorts
                Texture1 !SF_HIPS_skin_tights
                Texture2 !SF_HIPS_Holes
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Chest
            {
                Fx none
                Geometry fem_SHIRT.geo/GEO_CHEST_Tight
                Texture1 !SF_CHEST_skin_tights
                Texture2 !SF_CHEST_Top_6
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Head
            {
                Fx none
                Geometry V_fem_Head.GEO/GEO_Head_V_Asym_Standard
                Texture1 !v_sf_face_skin_head_12
                Texture2 !V_Face_Small_Mask_1
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Gloves
            {
                Fx none
                Geometry V_FEM_GLOVE.GEO/GEO_Larm*_Vangaurd_02
                Texture1 !X_Vanguard_Glove
                Texture2 none
                Color1  0,  87,  255
                Color2  255,  255,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Boots
            {
                Fx none
                Geometry V_FEM_BOOT.GEO/GEO_Lleg*_Vangaurd_Boot_01
                Texture1 !X_Vanguard_Boot
                Texture2 none
                Color1  0,  87,  255
                Color2  255,  255,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Belt
            {
                Fx none
                Geometry V_FEM_BELT.GEO/GEO_Belt_Vangaurd_02
                Texture1 !X_Vanguard_Belt
                Texture2 none
                Color1  76,  197,  255
                Color2  255,  255,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Hair
            {
                Fx none
                Geometry fem_HAIR.geo/GEO_HAIR_Pigtail_02
                Texture1 !HAIR_Long_01a
                Texture2 !HAIR_Long_01B
                Color1  76,  197,  255
                Color2  255,  255,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Face
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart EyeDetail
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart ChestDetail
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Shoulders
            {
                Fx none
                Geometry fem_SPADR.geo/GEO_SPADR_Collar_Spike
                Texture1 !SPADR_Collar_Spiked_01a
                Texture2 !SPADR_Collar_Spiked_01B
                Color1  0,  0,  255
                Color2  227,  227,  227
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Back
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart WepR
            {
                Fx None
                Geometry None
                Texture1 None
                Texture2 None
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Neck
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart UarmR
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Collar
            {
                Fx none
                Geometry Full
                Texture1 !Collar_Cape_Top_01
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Broach
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Cape
            {
                Fx capes/CapeLongFem.fx
                Geometry none
                Texture1 Cape_01
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Aura
            {
                Fx Auras/Female/StarburstGlow/StarGlowFists.fx
                Geometry none
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Skirt
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Top
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Sleeves
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
            CostumePart Cranium
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  255,  190,  63
                Color4  149,  255,  0
            }
            CostumePart Jaw
            {
                Fx None
                Geometry None
                Texture1 none
                Texture2 none
                Color1  0,  87,  255
                Color2  76,  197,  255
                Color3  0,  87,  255
                Color4  76,  197,  255
            }
        }
    }

     

     

     

  6. 2 hours ago, kelika2 said:

    what do i use for multiple parameters?

     

    If you are referring to multiple launch parameters in the HC Launcher, you can list them sequentially separated by a space as below:

     

    atc_launch_params.png.14555c815bc7004fbe5710c81e69735c.png

     

    The last one is cut off due to the width of the window, but it is the -assetpath assets/mods parameter needed for pigged mods (such as those from City Mod Installer).

    • Like 1
  7. Thanks for the kind works BlackSpectre. It only seemed logical that if I was updating badge info and other stuff on the maps, I may as well update the critter notation too. Thank goodness for demorecord, though. I shudder to think how long manual surveys might take.

     

    With regard to your edit above, I never found a single Lost in Royal Refinery or King Garment Works in the five surveys I did. Which isn't definitive, of course, and I adhere to the neighborhood boundaries on the map quite closely, but I would be surprised to find many in either place regularly and/or in appreciable numbers.

  8. 28 minutes ago, BlackSpectre said:

    so the data may be a little sketchy now

     

    Unfortunately that data is a lot sketchy now. Whenever I do a full zone map overhaul for vidiotmaps, I do a reasonable number of full zone surveys using demorecord and parse the results to get a statistical breakdown of what mobs are where and at what level, so that I can update the critter notation on the map. I've only done a full overhaul on 10 zones so far, but Kings Row is one of them. Here is what I found for The Lost:

     

    Freedom Plaza: 5-7
    Industrial Avenue: 7-9
    Aqueduct: 9-11
    High Park: 12-15

     

    The current in-game KR vidiotmap will reflect this as well.

     

    I'll also note that for the 10 zones I have done so far, most if not all have had significant changes to their critter notation, so I would definitely reference that historic vidiotmap critter data with caution.

    • Like 1
  9. Head here:

     

    https://forums.homecomingservers.com/topic/3155-silencingmodifying-specific-game-sounds/

     

    Scroll to the bottom of the first post, where you will see a download link for a zipped 'Rosetta Stone' file. Within that archive you'll find a spreadsheet that contains the directory structure and locations for all (or most of) the sound files in the game. I say most because any new sounds added in the last few years likely won't be in there, as this hasn't been updated in a while. This was compiled a while back by the forum poster formerly known as The Philotic Knight.

     

    I think this same (or very similar) info is available at the wiki link below, but be warned this page may take a while to load:

     

    https://homecoming.wiki/wiki/Modding/Sounds/Powers

    • Thanks 1
  10. 35 minutes ago, fxds said:

    Just noticed an error in the Homecoming database. Hope this is the right place to report it.

    Good catch, and yes this is the best place to report errors. I've submitted a pull request with the fix, and the database will be updated once that request is approved. It might take a few days for that to happen. Thanks for catching and reporting this!

  11. 55 minutes ago, macskull said:

    I'm confused here.

     

    My optimal paths maps and popmenu, linked in my signature, were created for the express purpose of efficiently collecting all the badges/plaques in a zone in one go, to avoid cherry picking. I merely mentioned them to reinforce my agreement with Frozen Burn's sentiment.

     

    The tool I discussed and linked in the latter part of my previous comment is a completely separate tool developed by someone else (although I helped translate it into a popmenu) that I felt was relevant to the OP's goals. I had hoped that saying "To the OP's point of getting the passives efficiently, though" would create a distinction there, but apparently it did not.

    • Thumbs Up 1
  12. 14 hours ago, Frozen Burn said:

    Cherry picking explores and plaques out of a zone is a waste of time and energy - not efficient at all.  Just get them all, collect your 5 merits along the way (and accolade for getting all explores in a zone).  The other explores and plaques are useful for other accolades and badges too... so, again, best to just claim them all at once so you don't have to try and cherry pick the others later on.

     

    Seconding this, 100%. It's why I created my optimal paths maps and popmenu.

     

    To the OP's point of getting the passives efficiently, though, there's is an existing tool to aid in collection of the exploration badges/plaques needed which can be found here:

     

    https://forums.homecomingservers.com/topic/29475-a-quick-map-for-collecting-the-passive-accolade-badges-exploration-and-history/

     

    There is a map in the top post at that link, and further down the thread I posted a popmenu conversion of the map. Perhaps one or both of those tools might aid in solving your problem.

    • Like 1
  13. 1 hour ago, Maagic said:

    I never understood why Vidiotmaps didn't place badge numbers in some sort of logical order.

     

    I can't really speak to how they were ordered before I came along, but in general they seem to have been numbered according to their internal names, which are numbered. The few zones I spot-checked, including Steel Canyon, follow that pattern. I strive for consistency so that's how I numbered the ones in Kallisti as well. It's just an arbitrary label and logic doesn't really enter into it.

     

    The plaques in Kallisti were labeled in counter-clockwise groups by badge name, in order to save text space which is at a princely premium on that map. Sounds logical on paper but the markers still look fairly jumbled on the map.

     

    EDIT to add that I ultimately prefer to minimize the time spent on relatively unimportant issues (like marker numbering scheme) in order to maximize the amount of effort I can put to things like marker and overall map accuracy, as well as data completeness.

     

  14. 2 hours ago, GaelicReign said:

    No joy.

     

    Try:

    /settitle 173

     

    If it reports back "Shrouded has been selected as new title." (or perhaps Shady as lemming mentioned), then you have the badge already. If not, it will say "Your badge title has been cleared".

     

    EDIT: And if you need to get your old title back after doing that, go here https://homecoming.wiki/wiki/Settitle_(Slash_Command)/listing to look up your old title and use the settitle command again with its corresponding settitle ID.

    • Like 1
  15. If anyone needs technical assistance transforming a loose-file mod (i.e. the kind that used to go into the /data folder structure) into a pigg-file mod for inclusion in City Mod Installer, I am happy to help. I do not want to upload mods that aren't mine for numerous reasons, but adding the pigg-file mod would be straightforward for anyone willing to undertake that part of it.

    • Like 1
    • Thanks 1
  16. 1 hour ago, Pyron 2.0 said:

    is there a reason the log POP UP screen stays up?

    I don't have game access at the moment to verify for sure, but there is a tick box in the launcher settings for the debug console (under the server-specific settings). If ticked, it will leave that window open so you can review any issues.

     

    EDIT:

    Have a look at this post from Michiyo earlier in the thread:

     

    https://forums.homecomingservers.com/topic/49175-city-mod-installer-released/page/2/#findComment-510815

     

    If you look at the bottom image in that post (the one that shows the HC Launcher), you can see the tickbox for 'Show Debug Console'. Uncheck that if yours is checked.

     

    • Like 1
  17. BlackSpectre has it covered above but I'll share a couple of keybinds I use in case that might be helpful. You could probably make macros of these as well if you want. The conprint portion gives me feedback as to which type of screenshot I have just taken.

     

    COMMA "conprint "UI ON"$$screenshotui 1$$screenshot"
    CTRL+COMMA "conprint "UI OFF"$$screenshotui 0$$screenshot"

     

    I've attached a transparent overlay that I have overlain on screenshots that show a badge marker. I made it myself so it might not be quite as nice as some you see on the wiki, but it might work well enough. It doesn't seem to want to attach as a file, but you can right click and save as to download it.

     

     

     

    badge_marker.png

     

    And I just realized you needed one for history plaques, so I created this one

     

    history_plaque.png.5fec474c746e7327ecbb77a3cf4b55e5.png

    • Thumbs Up 1
  18. 11 hours ago, Triumphant said:

    I'm not willing to take that gamble, and neither are most people who put a lot of time into their bases.

    That's reasonable. My point was more that your assertion that "having your Supergroups base deleted everytime the server is updated" simply isn't true. Brainstorm has been updated numerous times over those four years. Perhaps our definitions of "updated" differ, though.

     

    And yes, to lemming's point, my base is the same barebones travel/amenities hub that I use on Everlasting and Torchbearer, and it takes 20-30 minutes to set up. I am a novice basebuilder at best so a competent base builder could probably create it more quickly.

     

    I certainly understand not wanting to put a lot of time into something that could potentially be wiped tomorrow, though. If mine gets wiped, c'est la vie.

    • Thanks 1
    • Thumbs Up 1
  19. 33 minutes ago, Gigpig17 said:

    are we ever going to get the faultline badges fixed?

     

    Between vidiotmaps and the other badge-related mods I maintain, I've spent a lot of time compiling badge data and if there were such an egregious error, I would have fixed it years ago. As Michiyo states, you've likely got an old vidiotmap install. Please re-read the top post, particularly the section on deleting old installations, and if you follow the instructions in that section I feel certain your troubles will vanish.

     

    According to the log kept by my predecessor, the Faultline and Echo: Faultline maps were updated to account for the new/moved badges over six years ago, on May 31, 2019.

    • Like 3
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